A system, method and article of manufacture are provided for shadow mapping while rendering a primitive in a graphics pipeline. Initially, an offset operation is performed in order to generate a depth value while rendering a primitive. Further, a value of a slope associated with an edge of the primitive is identified. Thereafter, the depth value is conditionally clamped based on the value of the slope.
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1. A method for shadow mapping, comprising;
performing an offset operation to generate a depth value;
identifying a value of a slope; and
conditionally clamping the depth value based on the value of the slope.
15. A system for shadow mapping, comprising:
logic for performing an offset operation to generate a depth value;
logic for calculating and identifying a value of a slope; and
logic for conditionally clamping the depth value based on the value of the slope.
10. A computer program embodied on a computer readable medium for shadow mapping, comprising:
a code segment for performing an offset operation to generate a depth value;
a code segment for identifying a value of a slope; and
a code segment for conditionally clamping the depth value based on the value of the slope.
16. A method for performing shading calculations in a graphics pipeline, comprising:
performing a first shading calculation in order to generate output utilizing a single shader unit of a graphics pipeline;
saving the output; and
performing a second shading calculation using the output in order to generate further output utilizing the single shader unit of the graphics pipeline.
28. A system for performing shading calculations in a graphics pipeline, comprising:
logic for performing a first shading calculation in order to generate output utilizing a single shader unit of a graphics pipeline;
logic for saving the output; and
logic for performing a second shading calculation using the output in order to generate further output utilizing the single shader unit of the graphics pipeline.
22. A computer program embodied on a computer readable medium for performing shading calculations in a graphics pipeline, comprising:
a code segment for performing a first shading calculation in order to generate output utilizing a single shader unit of a graphics pipeline;
a code segment for saving the output; and
a code segment for performing a second shading calculation using the output in order to generate further output utilizing the single shader unit of the graphics pipeline.
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(a) a shading module for performing the first shading calculation in order to generate the output;
(b) a texture look-up module coupled to the shading module for retrieving texture information using texture coordinates associated with the output;
(c) a feedback loop coupled between an input and an output of the shading module for performing the second shading calculation using the texture information from the texture look-up module in order to generate further output; and
(d) a combiner module coupled to the output of the shading module for combining the output generated by the shading module.
23. The computer program as recited in
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(a) a shading module for performing the first shading calculation in order to generate the output;
(b) a texture look-up module coupled to the shading module for retrieving texture information using texture coordinates associated with the output;
(c) a feedback loop coupled between an input and an output of the shading module for performing the second shading calculation using the texture information from the texture look-up module in order to generate further output; and
(d) a combiner module coupled to the output of the shading module for combining the output generated by the shading module.
30. The method as recited in
31. The method as recited in
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This application is a continuation of application filed Dec. 5, 2000 under Ser. No. 09/730,639 now U.S. Pat. No. 6,690,372, which is a continuation-in-part application of a applications entitled “SYSTEM, METHOD AND ARTICLE OF MANUFACTURE FOR SHADOW MAPPING” filed Aug. 16, 2000 under Ser. No. 09/640,505 now U.S. Pat. No. 6,593,923; and “SYSTEM, METHOD AND ARTICLE OF MANUFACTURE FOR PIXEL SHADERS FOR PROGRAMMABLE SHADING” filed May 31, 2000 under Ser. No. 09/585,809, issued under U.S. Pat. No. 6,532,013, which are both incorporated herein by reference in its entirety. This application is also related to a application entitled “GRAPHICS PIPELINE INCLUDING COMBINER STAGES” filed Mar. 22, 1999 under Ser. No. 09/273,975, issued under U.S. Pat. No. 6,333,744, and naming David B. Kirk, Matthew Papakipos, Shaun Ho, Walter Donovan, and Curtis Priem as inventors, and which is incorporated herein by reference in its entirety.
The present invention relates to computer graphics, and more particularly to shadow mapping in a graphics pipeline.
A major objective in graphics rendering is to produce images that are so realistic that the observer believes the image is real. A fundamental difficulty in achieving total visual realism is the complexity of accurately representing real world visual effects. A scene can include a wide variety of textures, subtle color gradations, reflections, translucency, etc. One important way to make images more realistic is to determine how objects in a scene cast shadows and then represent these shadows in the rendered image. Shadows enhance the realism of an image because they give a two-dimensional image a three-dimensional feel.
The addition of shadows to the rendering of a complex model can greatly enhance the understanding of that model's geometry. The human visual system uses shadows as a cue for depth and shape. Consequently, shadows are very useful for conveying the three dimensional nature of rendered objects and for adding realism to computer generated scenes.
Generally, shadowing is similar to hidden surface removal. In hidden surface removal, objects or portions thereof are obscured because they are behind another object. For hidden surface removal, the point of reference for determining if an object is obscured is called a viewing point. For shadowing, objects or portions thereof are obscured because they are in the shadow of another object. In the shadowing case, the point of reference for determining if an object is obscured is a source light point. While many approaches exist for shadow mapping, depth map-based shadow algorithms are commonly used in graphics pipelines. Examples of such depth map-based shadow mapping algorithms are set forth in:
which are each incorporated herein by reference in their entirety.
Prior Art
Prior Art
For reasons that will soon become apparent, a polygon offset function may be performed in operation 108 for resolving a common self-shadowing aliasing problem. As an option, the polygon offset operation may include the “glPolygonOffset” operation in accordance with the OpenGL® programming language.
In the second pass 104, the scene is rendered from the eye space. During the second pass 104, each primitive is scanned into the screen from the eye space. However, the position (x,y,z) in the eye space can be transformed via a standard projective texture mapping operation 110 into the light space to get a texture coordinates (s,t,r), where (s,t) are the texture coordinates of the sampled three-dimensional point projected on the depth map 106, while r is the depth value that corresponds to the distance of the sampled point to the light source. In the second pass it is important to note that the distance value, r, can possibly be scaled by a percentage value, hence is offset by a small percentage amount using the texgen matrix or a vertex program.
Thereafter, in operation 112, the depth value at the sampling point, r, is then compared with the offset depth value, zlight, stored in the depth map 106 generated in the first pass 102 to yield a light-occlusion result, i.e. r>zlight, if the sampled point is behind some objects which are closer to the light, hence it is in the shadow of those objects. The resultant binary shadow values are then used to shade the current scanned object, resulting in shadow effects. Prior Art
Since this two-pass approach requires resampling the depth map 106 in the second pass 104, the problem of self-shadow aliasing may occur. Prior Art
Prior Art
o=m*factor+r*units, where:
m=max(abs(δz/δx), abs(δz/δy)), where
See equations 3.6 and 3.7 of the OpenGL 1.2.1 specification that can be found at http://www.opengl.org/Documentation/Specs.html, and which is incorporated herein by reference.
By offsetting the depth value, zlight, the self-shadow aliasing of Prior Art
Prior Art
Various additional prior art techniques have been developed for addressing the problem of self-shadow aliasing. For example, shadows can be softened at the shadow boundaries, as set forth in the following document: W. Reeves, D. H. Salesin, R. L. Cook. Rendering antialiased shadows with depth maps. In Proceedings of SIGGRAPH'87, pages 283–291, 1987, which is incorporated herein by reference in its entirety. Variations of this technique are widely used and implemented for real or non-real time systems. Yet another solution includes the “SGIX_shadow” operation in accordance with the OpenGL® programming language.
Other techniques that can be used to suppress aliasing artifacts include:
1) Increasing the shadow map spatial resolution. This increases the number of depth samples to compare against, which results in a more accurate shadow.
2) Jittering the shadow map samples by modifying the projection in the texture transformation matrix. The results of the depth comparisons can then be averaged to smooth out shadow edges.
3) Modifying the texture projection matrix so that the r values are biased by a small amount. Further, the r values may be scaled, thus moving the objects a little closer to the light. This prevents sampling errors from causing a curved surface to shadow itself. This r scaling can also be done with the offset operation.
Additional solutions to the self-shadowing aliasing problem are set forth in:
While the foregoing techniques address the self-shadow aliasing problem by reducing the associated affects, they still merely provide a balance between efficiency and limitation issues. There is thus a need for an improved shadowing algorithm in a graphics pipeline that exploits the strengths of the prior art techniques such as the offset operation, while avoiding the problems and limitations associated therewith.
In operation 114, a shadow modulation process with the current standard openGL graphics pipeline is carried out in a single function:
Color=(1−s)*(color_amb+color_diff+color_spec),
where s is a shadow variable, Color_diff is a diffuse color variable, Color_spec is a specular color variable, and Color_amb is an ambient color variable. This technique is very limited in its flexibility since it shadows a superposition of diffuse color and ambient color by simply adding them before entering the pixel shading logic. There is thus a further need for a shadowing algorithm in a graphics pipeline that includes a flexible way of implementing shadow modulation.
A system, method and article of manufacture are provided for shadow mapping while rendering a primitive in a graphics pipeline. Initially, an offset operation is performed in order to generate a depth value while rendering a primitive. Further, a value of a slope associated with a triangle is identified. Thereafter, the depth value is conditionally clamped to the depth gamut of the triangle based on the value of the slope of the triangle.
In one embodiment of the present invention, the shadow mapping process includes rendering the primitive from a light space perspective. The offset operation may include a polygon offset operation in accordance with the OpenGL® programming language. Further, the depth value may be clamped if the value of the slope is greater than a predetermined amount.
In another embodiment of the present invention, the clamping may include identifying vertex depth values of vertices of the primitive, and comparing at least one of the vertex depth values with the depth value generated by the offset operation. Thereafter, the depth value generated by the offset operation may be clamped based on the comparison.
In one aspect, the depth value generated by the offset operation may be clamped to the offset operation depth value if such offset operation depth value is less than the greatest vertex depth value. Further, the depth value generated by the offset operation may be clamped to the greatest vertex depth value if the greatest vertex depth value is less than the depth value generated by the offset operation.
In another aspect, the depth value generated by the offset operation may be clamped to the offset operation depth value if such depth value is greater than the least vertex depth value. Further, the depth value generated by the offset operation may be clamped to the least vertex depth value if the least vertex depth value is greater than the depth value generated by the offset operation.
In accordance with another embodiment of the present invention, a technique may be provided for performing shading calculations in a graphics pipeline. Initially, a first shading calculation may be performed in order to generate output, after which such output may be saved. A second shading calculation may also be performed using the saved output in order to generate further output.
In one embodiment, the first shading calculation may include:
[(1−s)*(Color_diff+Color_spec)]
for generating an output A, and the second shading calculation may include:
[Color_amb+A],
where s is a shadow variable, Color_diff is a diffuse color variable, Color_spec is a specular color variable, and Color_amb is an ambient color variable. It should be noted that s, the shadow variable, generally takes values in the range 0.0 to 1.0, where 0.0 could represent being completely unshadowed and 1.0 being completely shadowed. The shadow variable s is computed by normal texture filtering of the results obtained in the second pass of the shadow algorithm.
In yet another embodiment, the first shading calculation may include:
[((1−s)*Color_diff)+Color_amb]
for generating an output A, and the second shading calculation may include:
[A*Texture_det+(1−s)*Color_spec],
where s is a shadow variable, Color_diff is a diffuse color variable, Color_spec is a specular color variable, Color_amb is an ambient color variable, and Texture_det is a detail texture variable.
As such, the first and second shading calculations may together include a diffuse color variable, a specular color variable, and an ambient color variable, while ensuring that such variables remain decoupled. These and other advantages of the present invention will become apparent upon reading the following detailed description and studying the various figures of the drawings.
The foregoing and other aspects and advantages are better understood from the following detailed description of a preferred embodiment of the invention with reference to the drawings, in which:
Prior Art
Prior Art
Prior Art
Prior Art
Prior Art
Prior Art
With continuing reference to
Also shown in
As an option, however, the shader module 406 may be reused, and some of this data (like the barycentric coordinates) may be reused each time a particular group of pixels, or “quad,” goes through the shader module 406. If new colors are generated during one pass, these colors may continuously be associated with the quad on subsequent passes. Further, more than one triangle may be processed at a time while employing the feedback loop 409, since data from several triangles generally appears while waiting for the texture fetch module 408 to calculate an individual texture look-up.
To address this, the loopback FIFO 407 may be utilized to hold barycentric weights, colors from previous passes, triangle information, and additional scheduling information to keep track of what the shader module 406 is supposed to do each pass. The FIFO 407 may include a plurality of bits that can be reconfigured to store whatever piece of data is appropriate. When the texture requests for a particular quad are sent to the texture fetch module 408, the associated data may also be placed in the FIFO 407. When the texture requests complete, the results may be combined with the data from the FIFO 407, and a small portion of logic may decide whether to send the completed quad to the combiner 410, or back around for another pass at the shader module 406.
As a function of the shading calculations, various texture look-up operations may be carried out utilizing the texture look-up module 408 in order to obtain output having appropriate texture map colors. To accomplish this, texture coordinates may be sent to the texture look-up module 408. In response thereto, texture information is received from the texture look-up module 408. Such texture information may take any form including, but not limited to filtered texture color, etc.
During the course of use, the feedback loop 409 may be used for performing another shading calculation using the texture information from the texture look-up module 408 in order to generate further output. As an option, the texture information may include filtered texture look-up values for use in retrieving further texture information when the texture information retrieval operation is repeated. The present invention thus allows repeated texture information retrieval and shading calculations in an iterative, programmable manner. In other words, each iteration may be programmed to do a desired shading calculation with or without a texture look-up, where each subsequent iteration may use results of previous texture look-ups for generating further results.
In one embodiment of the present invention, at least a pair of texture look-up modules is coupled to a pair of shading modules which together constitute at least four logical modules. Further, the system may be capable of performing both interpolation and shading calculations including pre-texture shading calculations and post-texture shading calculations
If it is determined in decision 606 that an additional shading operation 602 is to be performed, another iteration 600 is executed. On the other hand, if no further shading operations are to be executed, the process of
As such, decision 604 allows additional texture information to be retrieved in subsequent shading calculations 600 based on previously retrieved texture information. It should be also noted that this may be done on different texture maps. In the alternative, it may be decided in decision 604 to not do a texture look-up, and merely perform a shading calculation 600 during a current iteration.
As mentioned earlier during reference to
In order to accomplish the foregoing shading operations set forth in
g0=e0*d
g1=e1*d
g2=e2*d, where
s=e0*w0*w1+e1*w1*w2+e2*w2*w0
d=1/s, where
p=a*g0+b*g1+c*g2
Given the perspective corrected barycentric weights (g0, g1, g2), the various shading calculations may be performed using the equations set forth in Table 1.
TABLE 1
Z in Screen Space(depth) - Calculate screen space z values at the vertices,
then interpolate them per-pixel using the edge values as non-perspective
corrected weights.
zs0 = zc0 / wc0; zs1 = zc1 / wc1; zs2 = zc2 / wc2.
zs = ( e0 zs0 + e1 zs1 + e2 zs2 ) / ( e0 + e1 + e2 )
Fog - Interpolate the fog range (may be affine xform of z eye, or distance
from eye point -- both computed per vertex).
Call fog range from xform fr.
fr = g0*fr0 + g1*fr1 + g2*fr2
then retrieve frac(fr) and run it through either:
1) no table
2) exp table
3) exp{circumflex over ( )}2 table
Note: This table could be implemented as a texture map lookup. This
would allow one to do an Openg1 fog table.
4 (or any other number of) Non-projective 2-D Texture Coordinates - This
optimization can only be done if all q's are one. Otherwise, the 2
projective case below is performed.
s = g0*s0 + g1*s1 + g2*s2
t = g0*t0 + g1*t1 + g2*t2
2-D Projective or Cube Texture Coordinates
2-D:
sq = g0*s0 + g1*s1 + g2*s2
tq = g0*t0 + g1*t1 + g2*t2
q = g0*q0 + g1*q1 + g2*q2, where
qi = 1/q
s = sq*qi
t = tq*qi
Cube:
sr = g0*s0 + g1*s1 + g2*s2
tr = g0*t0 + g1*t1 + g2*t2
rr = g0*r0 + g1*r1 + g2*r2
f = pickmax(s,t,r)
Note: f is a face index beginning at zero (for s). Pick is a function that
chooses the fth entry from the list passed to it, where f is first parameter.
sr = pick(f,tr,rr,sr)
tr = pick(f,rr,sr,tr)
r = pick(f,sr,tr,rr), where
ri = 1/r
s = sr*ri
t = tr*ri
3-D projective textures -
sq = g0*s0 + g1*s1 + g2*s2
tq = g0*t0 + g1*t1 + g2*t2
rq = g0*r0 + g1*r1 + g2*r2
q = g0*q0 + g1*q1 + g2*q2, where
qi = 1/q
s = sq*qi
t = tq*qi
r = rq*qi
2-D dependent texture lookup -- After the first texture lookup, two
components of the argb color are reinterpreted as texture coordinates,
and looked up again.
Dx6 Bump Mapping - After the first texture look-up, color r0,g0,b0 is
received which is multiplied by 2×2 basis matrix, which is constant.
s1 and t1 are the interpolated texcoords for the second look-up.
s1p = m11*r0 + m12*g0 + s1
t1p = m21*r0 + m22*g0 + t1
After the second texture lookup, received is r1,g1,b1,a1.
f = (b0*m31 + m32)
r1p = r1*f
g1p = b1*f
b1p = b1*f
a1p = a1
Polygon Offset - let the notation z(1,0) indicate the z value of the pixel in
the bottom right corner of the pixel block, or quad. z(0,1) would be the
top left.
compute the z slopes:
zx0 = z(1,0) − z(0,0)
zy0 = z(0,1) − z(0,0)
factor = max(abs(zx0),abs(zy0))
compute a new z:
zo = z + factor*zs + units, where factor and units are state. Loaded with
pipelined state bundles.
Dot Product-based texture mapping - Using s0, t0, a first texture look-up is
performed. Call the results a0 b0 c0. Dot products are taken between these
values and the subsequent texture coordinates to generate a new set of
texture coordinates for a subsequent texture lookup:
sp = s1 * a0 + t1 * b0 + r1 * c0
tp = s2 * a0 + t2 * b0 + r2 * c0
2-D texture lookup performed using (sp, tp ).
or
sp = s1 * a0 + t1 * b0 + r1 * c0
tp = s2 * a0 + t2 * b0 + r2 * c0
rp = s3 * a0 + t3 * b0 + r3 * c0
3-D texture lookup performed using (sp, tp, rp)
or
Cube Texture coordinates performed (as above) using (sp, tp, rp)
Reflective Bump Mapping - Using s0, t0, a first texture look-up is
performed. Call the results hs,ht,hr. this is the normal in tangent space.
interpolate s1, t1, r1. -- this is the surface tangent vector in eye space
interpolate s2, t2, r2 -- this is the surface binormal vector.
interpolate s3, t3, r3 -- this is the surface normal vector.
These are used as a basis matrix by which to multiply the vector hs,ht,hr.
This will give the normal in eye space.
so,
nx = s1*hs + s2*ht + s3*hr;
ny = t1*hs + t2*ht + t3*hr;
nz = r1*hs + r2*ht + r3*hr;
Use the (nx,ny,nz) vector as a cube map lookup for the diffuse lighting
component.
Now compute the reflection vector per pixel.
let ne = nx*ex+ny*ey+nz*ez;
let n2 = nx*nx + ny*ny + nz*nz;
rx = 2*nx*ne/n2 − ex;
ry = 2*ny*ne/n2 − ey;
rz = 2*nz*ne/n2 − ez;
Use this reflection vector as a cube map lookup.
Depth Texture Mapping with Dot Products - Using s0, t0, a first texture
look-up is performed. Call the results a0, b0, c0. Dot products are
performed between these values and two subsequent sets of texture
coordinates to produce z clip and w clip values. These quotient of these
values replaces the previously calculated z screen value.
zc = a0 * s1 + b0 * t1 + c0 * r1;
wc = a0 * s2 + b0 * t2 + c0 * r2;
zs = zc / wc
Pixel culling - The s, t, r, and q coordinates for a particular texture are
interpolated per-pixel. Each coordinate is individually configured to check
for either negative or non-negative values. If the texture coordinate
matches the configuration, the pixel is culled (not drawn).
Isotropic BRDF - The results of two texture coordinate lookups are
interpreted as 16-bit numbers, h0, 10 and h1, 11. A third texture lookup
is performed using (h0, h1, 10–11).
It should be understood that each of the options set forth in the foregoing tables may be adapted to reuse common portions of the hardware set forth in
Table 1 is based on perspective corrected barycentric weights (g0, g1, g2). In another embodiment, non-perspective corrected barycentric weights (g0, g1, g2) may be utilized which are defined in Equations #5. Non-perspective corrected barycentric weights replace perspective correct weights when texture coordinates, colors, depth, or fog are being interpolated.
g0=e0*d
g1=e1*d
g2=e2*d, where
s=e0+e1+e2
d=1/s
In addition, a clamping operation 810 may optionally be performed for clamping the depth value, zlight, based on a slope threshold value. Additional information regarding the clamping operation 810 will be set forth during reference to
Finally, a shadow modulation operation 816 is performed that is very flexible in that it employs the feedback architecture set forth in
Initially, in operation 902, an offset operation is performed in order to generate a depth value, i.e. zlight, while rendering a primitive. In one embodiment, the offset operation may include the “PolygonOffset” operation in accordance with the OpenGL® programming language. It should be noted that in the present description, the term depth value may refer to a standard z-value, w-value, and/or any other depth-related dimension pertaining to the graphics arts.
Thereafter, in operation 904, a value of a principle slope associated with a primitive is identified. Next, the depth value, zlight, is conditionally clamped based on the value of the slope, as indicated in operation 906. In particular, the depth value, zlight, may be clamped to the depth gamut of the primitive if the value of the slope is greater than a predetermined amount, namely a shadow slope threshold. This threshold may be determined by the graphics application being utilized, or by any other means per the desires of the user. Further, the shadow slope threshold may be set once per frame, or more often. During operation 906, the depth value, zlight, may be clamped in different ways as determined in operation 808 of
The purpose of conditionally clamping the offsetted value is to reduce artifacts caused by “edge-on” primitives. In the present description, an edge-on primitive refers to a primitive whose z gradients are large; i.e., exceed a specified threshold. In other embodiments, the depth value, zlight, generated by the offset operation may be compared to any predetermined vertex depth value associated with the primitive vertices, and clamped accordingly in order to prevent shadow aliasing. By limiting the depth value within each primitive after the offset operation is performed, the depth ambiguity between objects at different layers can be greatly reduced, and the ghost shadow artifacts may be eliminated very effectively. However, applications need not perform this operation.
Recall the computation of zlight from Equations A:
o=m*factor+r*units, where:
m=max(abs(δz/δx), abs(δz/δy)),
Thereafter, at decision 952 it is decided whether any modification to the computed polygon-offsetted zlight value is desired. If the slope m computed as an intermediate value in the polygon offset operation is not greater than the application-specified shadow slope threshold, no modification is done. Otherwise, control proceeds to decision 954.
If it is decided in decision 954 that the depth buffer depth compare operation is <(LESS THAN) or <=(LESS THAN OR EQUAL TO), the offsetted value, zlight, generated by the offset operation may be clamped to the minimum of zlight and the greatest vertex depth value, max(z0, z1, z2). See operation 956. Equation #6 illustrates the equation by which operation 956 is carried out.
zlight=min[zlight, max(z0, z1, z2)]
Otherwise, if it is decided in decision 958 that that the depth buffer depth compare operation is >(GREATER THAN) or >=(GREATER THAN OR EQUAL TO), the offsetted value, zlight, generated by the offset operation may be clamped to the maximum of the zlight and the smallest vertex depth value, min(z0, z1, z2). See operation 960. Equation #7 illustrates the equation by which operation 960 is carried out.
zlight=max[zlight, min(z0, z1, z2)]
Otherwise, zlight is not modified.
As an option, the first shading calculation may include:
[(1−s)*(Color_diff+Color_spec)]
for generating an output A, and the second shading calculation includes:
[Color_amb+A],
where s is a shadow variable, Color_diff is a diffuse color variable, Color_spec is a specular color variable, and Color_amb is an ambient color variable.
In another embodiment, the first shading calculation may include:
[((1−s)*Color_diff)+Color_amb]
for generating an output A, and the second shading calculation includes:
[A*Texture_det+(1−s)*Color_spec],
where s is a shadow variable, Color_diff is a diffuse color variable, Color_spec is a specular color variable, Color_amb is an ambient color variable, and Texture_det is a texture detail variable.
As such, the first and second shading calculations may together include a diffuse color variable, a specular color variable, and an ambient color variable. Such variables are further decoupled which allows very flexible shadowing operations, including but not restricted to the shadows generated by semi-transparent objects, anti-shadows, etc.
While various embodiments have been described above, it should be understood that they have been presented by way of example only, and not limitation. Thus, the breadth and scope of a preferred embodiment should not be limited by any of the above described exemplary embodiments, but should be defined only in accordance with the following claims and their equivalents.
Donovan, Walter E., Peng, Liang
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Patent | Priority | Assignee | Title |
Executed on | Assignor | Assignee | Conveyance | Frame | Reel | Doc |
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